For those who are curious to know a little about these non-implemented features:

Level 2/3 Wheeled, Half-Tracked, Tracked, Hovered, Legged and VTOL Propulsion: These "special" propulsion are included in-game but not used, due to balancing reasons (Too many HP ,too lighty and expensive)

Cyborg Jump Pack: Cyborg that jumps, but only implemented in 1.11. If moving, only AA can shoot them. If you have dozens of HC Python Tracks and they spot about 10 Scourge Cyborgs moving, your tanks will be doomed to their deaths because they can't shoot them while the Jump Cyborgs are moving, only if they stop moving. Same apply to bases which have tons of defense but no AA stuff. Removed in 1.12 due to balance reasons.

Hellfire and Hellfire Emplacement: An incendiary version of the Howitzer. Enabled even right now, before implementing it, Pumpkin renamed it to Incendiary Howitzer

Devastator Missile: The Bunker Buster Missile! The bane of any defense in the battlefield! It's twice powerful than BB Rocket, but slower to reload, It have your VTOL variant too, which is more devastating. Only implemented in 1.12 patch. Removed because the art was not GPL.

Earthshaker: A SCUD-style missile launcher. Kill anything with ONE shot! Implemented only in the WZ Demo Version in GEX 3 game. You must use cheat (make all items available to use) to use it. Implemented in the Delphinio's NTW Mod as Condor Missile

Tornado Flak Turret: A twin-barreled version of Cyclone Flak Turret. Only implemented in WZ Demo Version.

Tornado AA Flak Site: The Tornado NEVER had it's structure variant.

Supergun: A big twin-barreled super cannon! Only implemented in WZ Demo Version limited to defensive role. Implemented in NTW Mod as Super Twin Cannon, but can be mounted on vehicles and it's defensive structure is a bunker, not that crappy pit.

NavaroneGun: A big bunker with a twin heavy cannon barrels. Only implemented in Warzone Demo Version in GEX 3 by via cheats (make all items available), but a LOT buggy to build. NEVER used in Retail and GPL versions.

Proximity Bomb Turret: Was only implemented in an obscure mod. A suicidal turret that explodes everything within range. Difficult to balance, so never used in an un-modded game.

Proximity Superbomb Turret: Same as the previous one, but a lot more powerful.

Dragon's Teeth: The Dragon's Teeth version of the Tank Traps (like ones that trap tanks in World War II). Enabled in WZ Demo Version by via cheat, but never used in retail and freeware versions.

These weren't implemented because the Auto-Repair reserach combine all these in one. No need to create lots of Self-Repairing researchs, a major self-repairing technology is enough.==================================================================================================Mobile Repair UpgradeMobile Repair Upgrade Mk2

Tech Three Repair Facility Upgrade. The first one was implemented in Zarel's Rebalance Mod. The last 2 ones, NEVER.==================================================================================================Sensor Lock

I don't have an opinion about this, but maybe an upgrade that increase sensor range==================================================================================================Ionizing Turbine EngineBonded LaminatesThe last 2 vehicle/engine upgrades, but never implemented.==================================================================================================

Laboratories: Special structures, that after you finish researching, you should build them, so they will gave you new technologies to research depending on each structures you gonna build.

Never implemented (as Zarel said) because having different research facilities for each type of research was deemed overly complex. Warzone is a strategy game, not "a research-facility-whack-a-mole game" rule.

This might be useful to stop anyone from research rushing, but people would hate this.

Black Project wrote:For those who are curious to know a little about these non-implemented features:

A great list! I'm going to split and sticky this, if you don't mind.

A few things, first:

Black Project wrote:Level 2/3 Wheeled, Half-Tracked, Tracked, Hovered, Legged and VTOL Propulsion: These "special" propulsion are included in-game but not used, due to balancing reasons (Too many HP ,too lighty and expensive)

I believe they're used in some AI units in campaign.

Black Project wrote:Cyborg Jump Pack: Cyborg that jumps, but only implemented in 1.12. If moving, only AA can shoot them. If you have dozens of HC Python Tracks and they spot about 10 Scourge Cyborgs moving, your tanks will be doomed to their deaths because they can't shoot them while the Jump Cyborgs are moving, only if they stop moving. Same apply to bases which have tons of defense but no AA stuff. Removed due to balance reasons.

They were implemented in 1.11 and removed in 1.12, for balance reasons.

Black Project wrote:Devastator Missile: The Bunker Buster Missile! The bane of any defense in the battlefield! It's twice powerful than BB Rocket, but slower to reload, It have your VTOL variant too, which is more devastating. Only implemented in 1.12 patch. Removed due to balance reasons AFAIK

To be exact, it was removed because no one had a license for it. I'd like to reimplement it if someone came up with a new model.

Black Project wrote:Proximity Bomb Turret: Never hearded and seen this weapon in action, but never was implemented. I believe that was a suicidal turret that explodes everything within range.

Proximity Superbomb Turret: Same as the previous one, but a lot more powerful.

I've seen these used in mods, called "Nova Turret" and "Supernova Turret".

I'm not sure I want to bring these back - suicide units are really difficult to balance, since they depend so much more on luck than regular weapons do.

Zarel wrote:A great list! I'm going to split and sticky this, if you don't mind.

Hey, no problems, go ahead, you can stick/split this, i believe that many people are interested to know a bit more about these curious stuff

Most of their GFX models are present in newer releases too, but never used. I can include screenshots of these

Zarel wrote:I believe they're used in some AI units in campaign.

NEXUS use Level II Hover propulsion to equal the same HP of a normal Tracked propulsion

Zarel wrote:They were implemented in 1.11 and removed in 1.12, for balance reasons.

Thanks for reminding me i didn't played the retail version for a long time ago.

Zarel wrote:To be exact, it was removed because no one had a license for it. I'd like to reimplement it if someone came up with a new model.

I have a new and well detailed BB Missile (polycount is not high, so no problems about killing FPS), that in fact, it's a remake of the original Devastator, but started all from zero. Would you like to use this?

In-Game model in WZ2120 Mod

Devastator.png (20.08 KiB) Viewed 20908 times

Zarel wrote:I've seen these used in mods, called "Nova Turret" and "Supernova Turret".

I'm not sure I want to bring these back - suicide units are really difficult to balance, since they depend so much more on luck than regular weapons do.

Well... better keep this weapon away from Warzone, since it can trash everything easily, so, IMO, it's a "just for fun" weapon, but not for balance purposes, one day we'll see this weapon in a mod only

How did you make that new BB model? I can't get the pie editor working has a run time error. Something about not being able to create an activex object - I have installed all the ocx, vb runtime etc stuff.

Can these not be rebalanced (so as not to be such powerful upgrades) and introduced? The propulsions are pretty much the only thing in the game that is not upgradable...

Devistator missle

Re-introduced? If this was on hover, I don't see that building defences will be very useful anymore. I think something 2x as strong as bunker busters is too much! Would have to be rebalanced to be a bit less strong and maybe heavier.

Black Project wrote:I have a new and well detailed BB Missile (polycount is not high, so no problems about killing FPS), that in fact, it's a remake of the original Devastator, but started all from zero. Would you like to use this?

That would be great!

Mats wrote:Wheels/tracks/hover mk II and III

Can these not be rebalanced (so as not to be such powerful upgrades) and introduced? The propulsions are pretty much the only thing in the game that is not upgradable...

Why should they be?

For speed, there's engine upgrades. For HP, there's alloy upgrades. We don't need even more upgrades for speed or HP, and there's nothing else about propulsions that are in any way upgradable.

Mats wrote:Devistator missle

Re-introduced? If this was on hover, I don't see that building defences will be very useful anymore. I think something 2x as strong as bunker busters is too much! Would have to be rebalanced to be a bit less strong and maybe heavier.

It's mostly useful for turtles. I guess it could be balanced by being really expensive?

Mats wrote:Re: The last 2 vehicle/engine upgrades, but never implemented.

Why not ?

Why should they be implemented? o_O

Is it really that big of a deal whether there are 9 or 10 upgrades? I'm sure it was for balance reasons.

Black Project wrote:Earthshaker: A SCUD-style missile launcher. Kill anything with ONE shot! Implemented only in the WZ Demo Version in GEX 3 game. You must use cheat (make all items available to use) to use it. Implemented in the Delphinio's NTW Mod as Condor Missile

It's a cool thread, man! It would be such a nice thing to post some pics here... Since I don't have a PSone with GEX3... Is the Condor Missile exactly the same thing with same pie? I definetely should take a look..